https://twitter.com/jacquesj_dev
https://github.com/frederickjjoubert
https://jacquesj.itch.io
I think Bevy is a strong choice (Tiny Glade, etc are using it or pieces of it well) but asking a Unity dev to switch from C# to Rust, and from GUI to no-GUI, and from node graphs (or hlsl) to wgsl, etc seems like it means Bevy isn't enough of a replacement for Unity to be a drop-in suggestion.
Bevy seems like a different approach right now. A valid approach to be sure but significantly different from using Unity.
I'm currently playing around with the #Bevy engine, and I'm really impressed by their #RustLang generics black magic.
For example:
You need some additional component in your system? Just add it to the function signature, it magically works.
I haven't had this much fun working with a game engine in a very long time.
added some new muzzle flash effects along with static turrets to my little space shooter prototype
So, big news yesterday. I'm appalled at the impact this will have on the #Unity ecosystem, and #gamedev at large. There's just no way this can lead to anything good for anyone.
#GodotEngine is getting a lot of positive attention in reaction, so I want to address a few things. 🧵
Taking a victory lap on today's hobby hacking game dev progress. Camera control! The camera now follows the player, but not beyond the extent of the tilemap.
After almost two years since part 3, I finished part 4 of the Extreme Bevy tutorial series. The series is about making a p2p rolllback web game with Bevy, GGRS and Matchbox.
Part 4 explains how to use states in a rollback safe way, and how to add a simple ui for scores